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Question by DricoJD · Jun 14, 2013 at 01:49 PM · coroutineupdatejavascript-specificevent-handling

Coroutine - events not working

I have spent endless nights, pulling my hair out a burning out my brain, why? Because I cannot seem to wrap my head round why my code will not work.

I am using a coroutine to enable an event to work.

I want a loading screen (a scene) to wait 5 seconds when it starts and to wait for the space bar to be pressed to actually load the next level... Please help me, I cannot stand my pain.

 function start() 
 {
 
 yield WaitForSeconds (5);
 gameObject.Find("Continue").renderer.enabled = true;
 gameObject.Find("Continue").renderer.material.color = Color.gray;
 StartCoroutine("Do");
 
 
 function Do(){
 if
 
       (Input.GetKeyDown(KeyCode.Space))
       {
       
 Application.LoadLevel("OpeningTutorialScene");
 
 
 }
 }
 
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avatar image MissingSemicolon · Jun 14, 2013 at 02:00 PM 0
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avatar image MissingSemicolon · Jun 14, 2013 at 02:02 PM 0
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avatar image DricoJD · Jun 14, 2013 at 02:08 PM 0
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avatar image MissingSemicolon · Jun 14, 2013 at 02:13 PM 1
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Answer by Bunny83 · Jun 14, 2013 at 02:10 PM

T$$anonymous$$s is what you need:

 function Start()
 {
     yield WaitForSeconds (5);
     var renderer = gameObject.Find("Continue").renderer;
     renderer.enabled = true;
     renderer.material.color = Color.gray;
     w$$anonymous$$le(true)
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             Application.LoadLevel("OpeningTutorialScene");
         }
         yield;
     }
 }

btw: note that "Start" starts with a capital "S" or it won't work. "start" and "Start" is not the same t$$anonymous$$ng.

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avatar image DricoJD · Jun 14, 2013 at 02:12 PM 0
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avatar image DricoJD · Jun 14, 2013 at 02:16 PM 0
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avatar image Bunny83 · Jun 14, 2013 at 09:36 PM 1
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avatar image DricoJD · Jun 15, 2013 at 05:27 AM 0
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Answer by create3dgames · Jun 14, 2013 at 10:01 PM

Coroutines are tricky business sometimes. Try t$$anonymous$$s method instead.

 private var startTime : int = 0;
 public var waitForSecondsTime : int = 0;
 
         function Awake() 
         {
             startTime = Time.time;
             gameObject.Find("Continue").renderer.enabled = true;
             gameObject.Find("Continue").renderer.material.color = Color.gray;
         }
          
         function Update ()
         {
           if (Time.time > startTime + waitForSecondsTime)
           {
              Do();
           }
         }
 
  
         function Do()
         {
            if (Input.GetKeyDown(KeyCode.Space))
            {
               Application.LoadLevel("OpeningTutorialScene");
            }
         }
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